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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_QT3DS_RENDER_TEXTURE_BUFFER_H
+#define QT3DS_RENDER_QT3DS_RENDER_TEXTURE_BUFFER_H
+#include "render/Qt3DSRenderBaseTypes.h"
+#include "foundation/Qt3DSRefCounted.h"
+#include "foundation/Qt3DSOption.h"
+#include "foundation/Qt3DSAtomic.h"
+#include "render/backends/Qt3DSRenderBackend.h"
+
+namespace qt3ds {
+namespace render {
+
+ class NVRenderContextImpl;
+ class NVRenderTextureSampler;
+
+ struct STextureDetails
+ {
+ QT3DSU32 m_Width;
+ QT3DSU32 m_Height;
+ QT3DSU32 m_Depth;
+ QT3DSU32 m_SampleCount;
+ NVRenderTextureFormats::Enum m_Format;
+
+ STextureDetails(QT3DSU32 w, QT3DSU32 h, QT3DSU32 d, QT3DSU32 samples, NVRenderTextureFormats::Enum f)
+ : m_Width(w)
+ , m_Height(h)
+ , m_Depth(d)
+ , m_SampleCount(samples)
+ , m_Format(f)
+ {
+ }
+ STextureDetails()
+ : m_Width(0)
+ , m_Height(0)
+ , m_Depth(0)
+ , m_SampleCount(1)
+ , m_Format(NVRenderTextureFormats::Unknown)
+ {
+ }
+ };
+
+ class NVRenderTextureBase : public NVRefCounted
+ {
+
+ protected:
+ NVRenderContextImpl &m_Context; ///< pointer to context
+ NVFoundationBase &m_Foundation; ///< pointer to foundation
+ volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation
+ NVRenderBackend *m_Backend; ///< pointer to backend
+ NVRenderBackend::NVRenderBackendTextureObject m_TextureHandle; ///< opaque backend handle
+ QT3DSU32 m_TextureUnit; ///< texture unit this texture should use
+ bool m_SamplerParamsDirty; ///< true if sampler state is dirty
+ bool m_TexStateDirty; ///< true if texture object state is dirty
+ QT3DSU32 m_SampleCount; ///< texture height
+ NVRenderTextureFormats::Enum m_Format; ///< texture format
+ NVRenderTextureTargetType::Enum m_TexTarget; ///< texture target
+ NVRenderTextureSampler *m_Sampler; ///< current texture sampler state
+ QT3DSI32 m_BaseLevel; ///< minimum lod specified
+ QT3DSI32 m_MaxLevel; ///< maximum lod specified
+ QT3DSU32 m_MaxMipLevel; ///< highest mip level
+ bool m_Immutable; ///< true if this is a immutable texture ( size and format )
+
+ public:
+ /**
+ * @brief constructor
+ *
+ * @param[in] context Pointer to context
+ * @param[in] fnd Pointer to foundation
+ * @param[in] texTarget Texture target
+ *
+ * @return No return.
+ */
+ NVRenderTextureBase(NVRenderContextImpl &context, NVFoundationBase &fnd,
+ NVRenderTextureTargetType::Enum texTarget);
+
+ virtual ~NVRenderTextureBase();
+
+ // define refcount functions
+ QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation)
+
+ virtual void SetMinFilter(NVRenderTextureMinifyingOp::Enum value);
+ virtual void SetMagFilter(NVRenderTextureMagnifyingOp::Enum value);
+
+ virtual void SetBaseLevel(QT3DSI32 value);
+ virtual void SetMaxLevel(QT3DSI32 value);
+
+ virtual void SetTextureWrapS(NVRenderTextureCoordOp::Enum value);
+ virtual void SetTextureWrapT(NVRenderTextureCoordOp::Enum value);
+
+ virtual void SetTextureCompareMode(NVRenderTextureCompareMode::Enum value);
+ virtual void SetTextureCompareFunc(NVRenderTextureCompareOp::Enum value);
+
+ virtual void SetTextureUnit(QT3DSU32 unit) { m_TextureUnit = unit; }
+ virtual QT3DSU32 GetTextureUnit() const { return m_TextureUnit; }
+
+ // Get the texture details for mipmap level 0 if it was set.
+ virtual STextureDetails GetTextureDetails() const = 0;
+
+ virtual bool IsMultisampleTexture() const
+ {
+ return (m_TexTarget == NVRenderTextureTargetType::Texture2D_MS);
+ }
+ virtual QT3DSU32 GetSampleCount() const { return m_SampleCount; }
+ virtual bool IsImmutableTexture() const { return m_Immutable; }
+
+ /**
+ * @brief Bind a texture for shader access
+ *
+ *
+ * @return No return.
+ */
+ virtual void Bind() = 0;
+
+ virtual QT3DSU32 GetNumMipmaps() { return m_MaxMipLevel; }
+
+ /**
+ * @brief Query if texture needs coordinate swizzle
+ *
+ * @return texture swizzle mode
+ */
+ virtual NVRenderTextureSwizzleMode::Enum GetTextureSwizzleMode()
+ {
+ // if our backend supports hardware texture swizzle then there is no need for a shader
+ // swizzle
+ return (m_Backend->GetRenderBackendCap(
+ NVRenderBackend::NVRenderBackendCaps::TexSwizzle))
+ ? NVRenderTextureSwizzleMode::NoSwizzle
+ : m_Backend->GetTextureSwizzleMode(m_Format);
+ }
+
+ /**
+ * @brief get the backend object handle
+ *
+ * @return the backend object handle.
+ */
+ virtual NVRenderBackend::NVRenderBackendTextureObject GetTextureObjectHandle()
+ {
+ return m_TextureHandle;
+ }
+
+ protected:
+ void applyTexParams();
+ void applyTexSwizzle();
+ };
+}
+}
+
+#endif